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The telepath is the master of abilities that allow mental contact and control of other sentient creatures. A telepath can deceive or destroy the minds of his enemies with ease.

The telepath is an archetype of the psychic class.

Telepathic Lash (Su)

At 1st level, a telepath’s mind lashes out, overwhelming a target within 30 feet with raging emotions, flooding their mind with memories and impulses they are hard pressed to control, rendering them unable to take any actions. Humanoids of 5 or more HD are not affected. The target is dazed for 1 round unless they make a successful Will save (DC 10 + half the psychic’s level + his Intelligence modifier). After a creature has been dazed by this ability, it is immune to the effects of this ability for 1 minute.

At 3rd level, this ability can be augmented in one or more of the following ways.

  • For every point from his phrenic pool that the telepath spends, this ability can affect a target that has Hit Dice equal to 4 + the additional points.
  • For every point from his phrenic pool that the telepath spends, he increases the duration of the effect by 1 round. If he spends 6 points from his phrenic pool in this fashion, the target is instead stunned for 1 round.

Additionally, for every two points spent on either of the above options, this ability’s save DC increases by 1.

This ability replaces telepathic hurl.

Lingering Presence (Su)

At 1st level, once a creature has failed a Will saving throw against a telepath’s class feature that inflicts a Will save, it takes a -2 penalty to future Will saving throws against the abilities of the telepath for one day. In addition, the telepath can use the senses of a creature using its sight, hearing, taste, or smell while under the effect of lingering presence for a number of rounds per day equal to his psychic level.

At 6th level, the telepath has a developed a deeper connection to creatures whose mind he has touched. The telepath can sense the general direction to any creature under the effect of lingering presence, as well as a sense of its physical and mental states. This allows the telepath to know if the creature has been injured or is shaken or any higher-level state of fear.

This ability replaces altered defense and enduring defense.

Mental Intrusion (Ex)

At 3rd level, as long as the telepath has 1 point in his phrenic pool, he increases the save DC of any class feature that invokes a Will save by 1.

This ability replaces a phrenic amplification gained at 3rd level.

Psychic Assault (Su)

At 3rd level, a telepath instantly delivers a massive assault on the thought pathways of any one creature within 30 feet, dealing 1d10 points of damage + his Intelligence modifier to it, a Will save (DC 10 + half of the psychic’s level + his Intelligence modifier) for half damage. At 6th level and every three psychic levels thereafter, the damage increases by 1d10. Mind blast talents that modify mind blast will modify psychic assault. Enhanced Mind Blast talent increases Psychic Assault damage to d12s.

This ability replaces mind blast.

Discern Lies (Su)

At 6th level, a telepath concentrates on one target each round, who must be within 30 feet. He knows if the target deliberately and knowingly speaks a lie by discerning disturbances in its aura caused by lying. This ability does not reveal the truth, uncover unintentional inaccuracies, or necessarily reveal evasions. Each round, he may concentrate on a different target.

This ability replaces telekinetic combat.

Telepathic Distraction (Su)

At 9th level, as a standard action, a telepath can focus his telepathy on one creature within range to weaken its resistance to mental attacks. The target must succeed at a Will save (DC 10 + half the psychic’s level + his Intelligence modifier) or take 1d6 points of nonlethal damage and take a –2 penalty against mind-affecting effects; the penalty lasts for 1 minute. This is a mind-affecting effect.

This ability replaces improved telekinetic combat.

Breathstopper (Su)

At 13th level, as a standard action, a telepath can compel a living humanoid within 30 feet to purge its entire store of air in one explosive exhalation, and thereby disrupt the target’s autonomic breathing cycle for 1 round per psychic level, a successful Will save (DC 10 + half of the psychic’s level + his Intelligence modifier) negates this. The target’s lungs do not automatically function again while the ability’s duration lasts. If the target succeeds on a Will save, it is unaffected by this ability and is immune to any further attempts for 8 hours. If it fails its Will save, it can still continue to breathe by taking a standard action in each round to gasp for breath. An affected creature can attempt to take actions normally (instead of consciously controlling its breathing), but each round it does so, beginning in the round when it failed its Will save, the target risks blacking out from lack of oxygen. It must succeed on a Fortitude save (same DC as the Will save, see above) at the end of any of its turns in which it did not consciously take a breath. The DC of this save increases by 1 in every consecutive round after the first one that goes by without a breath; the DC drops back to its original value if the target spends an action to take a breath. If a target fails a Fortitude save, it is disabled (0 hp). In the following round, it drops to –1 hit points and is dying. Curing powers or spells can revive a dying target normally, so long as this ability’s duration has expired; if the ability is still in effect, a revived creature is still target to Fortitude saves in each round when it does not consciously breathe.

The telepath can augment this ability in one or more of the following ways.

  • For every 2 points from his phrenic pool that the telepath spends, this power can also affect an animal, fey, magical beast, or monstrous humanoid.
  • For every 4 points from his phrenic pool that the telepath spends, this power can also affect an aberration, dragon, elemental, or outsider in addition to the creature types mentioned above.
  • For every 6 points from his phrenic pool that the telepath spends, this power can affect up to four creatures all within a 20-ft.-radius burst.

In addition, for every 2 points from his phrenic pool that the telepath spends to achieve any of these effects, this ability’s save DC increases by 1.

This ability replaces full attack telekinesis.

Mass Fear (Su)

At 15th level, as a standad action, a telepath can overload the target creature’s mental and physical faculties with fear, a fear so powerful that even creatures near the original target are affected by the residual energy. When he uses this ability, the target is cowering for 1 round per psychic level unless it makes a successful Will save (DC 10 + half the psychic’s level + his Intelligence modifier). In addition, all enemies within 20 feet of the target, including the target, are shaken for 1 round (no save). If the target makes the Will save, it is unaffected by this ability and is immune to any further attempts for 8 hours.

The telepath can augment this ability in one or more of the following ways.

  • For every 2 points from his phrenic pool that the telepath spends, the duration of the shaken condition increases by 1 round.
  • For every 4 points from his phrenic pool that the telepath spends, the radius for nearby affected creatures increases by 10 feet.

In addition, for every 2 points from his phrenic pool that the telepath spends, augmenting this ability, the save DC increases by +1.

This ability replaces improved violent thrust.

Heartstopper (Su)

At 17th level, once per day, a telepath interrupts the targett’s autonomic heart rhythm within 30 feet, killing it instantly on a failed Will save (DC 10 + half of the psychic’s level + his Intelligence modifier) if it has 11 Hit Dice or less. If the target makes its saving throw or has more than 11 Hit Dice, it takes 7d6 points of damage instead. For every point in his phrenic pool the telepath spends, this ability can kill a target that has Hit Dice equal to 11 + the number of additional points. For every two points spent, the ability’s save DC increases by 1.

This ability replaces fling skyward.

Mind Swap (Su)

At 19th level, once per day, a telepath can permanently exchange bodies with a target within 30 feet, a Will save (DC 10 + half of the psychic’s level + his Intelligence modifier) to negate. He cannot be forced to return to his natural body by means of dispel, an antimagic field, or a similar effect. If the target’s body dies while he is in it, he is dead. The target immediately suffers one permanent negative level, but otherwise survives the experience in the telepath’s natural body. If his natural body dies while the target is in it, he immediately suffers two permanent negative levels, but he likewise survives the experience in his new body. Negative levels gained in this way may only be cured by powerful healing, such as restora and restoraga; they do not fade over time.

The telepath can call on rudimentary or instinctive knowledge of the target creature, but not upon its acquired or learned knowledge (such as skills and feats it possesses). The same is true for the target in his body. The mind swap brings about the following changes:

  • The telepath gains the type of his assumed body.
  • The telepath gains the Strength, Dexterity, and Constitution scores of his assumed body.
  • The telepath gains the natural armor, natural attacks, movement, and other simple physical characteristics of his assumed body.
  • The telepath gains the extraordinary special attacks and qualities of his assumed body, but the telepath does not gain supernatural or spell-like abilities.
  • The telepath gains the possessions and equipment of his assumed body.
  • The telepath retains his own hit points, saving throws (possibly modified by new ability scores), class abilities, supernatural and spell-like abilities, spells and powers, and skills and feats (although skill checks use his new ability scores, and the telepath may be temporarily unable to use feats whose requirements the telepath does not meet in his new body).

Supernatural abilities that require a certain body part may be unavailable in his new form.

This ability replaces last respite.